基于随机瓦片的地图生成,如团结中的Terraria
本文关键字:Terraria 于随机 地图 | 更新日期: 2023-09-27 18:28:30
我想用Unity和C从游戏Terraria和Starbound中的瓦片生成一个地图#到目前为止,我所做的一切都不起作用,我不知道为什么。。。有什么帮助/想法/建议吗?
using UnityEngine;
using System.Collections;
public class MapGeneration : MonoBehaviour {
public int mapWidth, mapHeight, spreadDegree;
GameObject[,] blocks;
public GameObject baseBlock;
public int maxHeightAllowed;
public int nullDispersion;
int dispersionZone;
void Start() {
GenerateMap();
}
void GenerateMap() {
dispersionZone = maxHeightAllowed - nullDispersion;
blocks = new GameObject[mapWidth, mapHeight];
for(int x = 0; x < blocks.GetLength(0); x++) {
for(int y = nullDispersion; y <= maxHeightAllowed; y++) {
int heightDiff = y - nullDispersion;
float dispersionModifier = Mathf.Sin( (heightDiff / dispersionZone) * 90);
float random = Random.Range(0, 1);
if(random > dispersionModifier) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
} else if (y < blocks.GetLength(1) && blocks[x,y+1] != null) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
}
}
for(int y = 0; y < nullDispersion; y++) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
}
}
}
}
(heightDiff / dispersionZone)
这是整数除法。请改用(heightDiff / (float)dispersionZone)
。
* 90
Mathf.Sin
以弧度工作,而不是以度工作。使用* Math.PI/2
if(random > dispersionModifier) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
} else if (y < blocks.GetLength(1) && blocks[x,y+1] != null) {
blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
}
当您创建相同类型的块时,为什么要使用if?if和else中的身体之间难道不应该有某种区别吗?